[MUD-Dev] Thought Experiment: Permanent Monster Death

Chanur Silvarian chanur at guildsite.com
Tue Dec 16 10:04:44 New Zealand Daylight Time 2003


From: ghovs <ghovs at plex.nl>

> If you were to unleash unique monsters in, say, Everquest, you
> will see a horde swarm it within an hour, and kill it. High-end
> raiding guilds tend to have scouts running around known spawn
> points of timed spawns, so it isn't too far-fetched to expect them
> to patrol everywhere for anything, should that prove rewarding.

But isn't having to patrol everywhere just in case something
interesting might happen there the apogee of the explorer game?
After you've mapped all the terrain and the monster types that are
typically found in certain areas, what is there for the explorer to
do?

Now take away the "known spawn points" by having them be random and
your explorers have their work cut out for them.  As I've said over
and over, it should not be completely random, it should be weighted
so they have an idea of what zones certain things like, but they
shouldn't know the X, Y, Z coordinate to find the MOB "Uber Dropz".
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev



More information about the MUD-Dev mailing list